distance = 1;
if (distance > 0) {
- /*if(checkcollide(viewer,DoRotation(model[i].vertex[model[i].vertexNum],0,yaw[i],0)*scale[i]+position[i],i)){
- occluded[i]+=1;
- }
- else occluded[i]=0;*/
if (occluded[i] < 6) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
position[numobjects] = where;
if (atype == bushtype)
position[numobjects].y = terrain.getHeight(position[numobjects].x, position[numobjects].z) - .3;
- /*if(atype==firetype){
- if(position[numobjects].y<terrain.getHeight(position[numobjects].x,position[numobjects].z)-.3)
- position[numobjects].y=terrain.getHeight(position[numobjects].x,position[numobjects].z)-.3;
- }*/
yaw[numobjects] = ayaw;
pitch[numobjects] = apitch;
{
XYZ spawnpoint;
for (int i = 0; i < numobjects; i++) {
- /*if(type[i]==firetype){
- Sprite::MakeSprite(weaponshinesprite, position[i],position[i]*0, 1,1,1, 5, 1);
- }*/
-
if (type[i] == firetype)
onfire[i] = 1;
if (onfire[i]) {